Texture Map Types - Lumberyard User Guide

Texture Map Types

Open 3D Engine (O3DE), the successor to Lumberyard, is now available in Developer Preview. Download O3DE or visit the AWS Game Tech blog to learn more.

Source texture files are converted and compiled in .DDS format by the Resource Compiler (RC). If you do not specify presets for the source file, the Resource Compiler will do the following:

  • Files with a file suffix of _ddn or _bump will generate an uncompressed RGBA or U8V8 NormalMap .DDS file with height information in the alpha channel.

  • Files with a non-white (less than 255) alpha channel will generate a DXT3-compressed .DDS file.

  • Files without an alpha channel will generate DXT1 compressed .DDS file.

Texture Map Types
Texture Map Filename Suffix Description
Diffuse map _diff Defines the main color for an object.
Normal map _ddn Defines the direction of normals on an object surface. The RGB normal map stores the normal direction for each pixel in the texture.
Normal with Gloss map _ddna Achieves physically-correct results. DDNA textures are standard DDN textures with the gloss map stored inside the Alpha channel.
Environment map N/A Makes an object reflective. The environment map stores the image that is reflected off the object.
Displacement map _displ Gives more depth and definition to an object when used in tessellations, parallax occlusion mapping (POM), and offset bump mapping (OBM).
Detail map _detail Adds more detail to a surface. This texture map works like a second material layer and is not affected by the mapping of the object.
Emittance Multiplier N/A Multiplies the emissive color.
Blend (layer) N/A Blends multiple textures using an adjustable mask texture and a vertex alpha.